• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Ryze is a very strong mage with some unique properties. His abilities scale with mana and ability power, allowing him to build in unique ways. Built correctly, he can be quite tanky while still dealing tons of damage. This guide is going to introduce you to how to play ryze in a solo lane (mid or top), and how to utilitize his kit to become an extremely scary damage dealer who doesn't go down easily. Pros: [.] Very strong lategame [.] High sustained damage [.] Medium-high burst damage [.] Builds mana to deal damage [.] Instant-cast (no travel time) root ability [.] Spell vamp, movespeed, and aoe damage through his ultimate [.] Spell vamp allows him to tank damage as long as he can cast [.] A passive that reduces his cooldowns as he casts [.] Relatively easy to pick up [.] No skill shots to miss Cons: [.] Weak early game [.] Short (600) range - vulnerable to medium-long ranged poke [.] Relatively hard to master [.] Multiple combos are necessary to make the most out of his damage (but not needed to play him) [.] No jumps or dashes - can be hard to escape if more than one person (you can use W to escape one person) [.] Must stand still while casting [.] Vulnerable to anything that prevents him from casting. Silence and other CC shuts down his damage. [.] Players must learn to smartcast to master this champion. [.] Currently has a few QoL bugs with his skills I hope you enjoy my guide and feel free to comment at the bottom with any questions, comments, or errors. I'm always looking to make this guide better!

11/03/2013 - Sorry for the lack up updates. Updated to patch 3.13. Unfortunatly ryze still not in great position =( 08/29/2013 - Minor updates. Patch 3.10a 08/03/2013 - Minor updates. 07/31/2013 - Patch 3.10 changes. 07/30/2013 - Patch 3.10 announced and ryze getting nerfed hard. Will update the day the patch goes live. 07/22/2013 - APPROVAL! 07/22/2013 - Fixed some small typos and other errors. 07/18/2013 - Reexamined hybrid penetration runes. Again. 07/15/2013 - Added a few top lane matchups. More are coming but its slow since I don't play top much. Feel free to comment with matchups and explanations! 07/15/2013 - Dark Crystal Ryze on sale from 7/16 - 7/19. 07/13/2013 - Some ryze changes on the PBE. Guide won't change unless it makes it to live, but expect a harder early game and twin shadows is looking like a much better item. 07/10/2013 - Patch 3.9 - changes to tear, manamune, and archangel's. 07/08/2013 - Updates for guide approval. Added alternative skill leveling order. 07/05/2013 - Added Spirit of the Spectral Wraith to item section. 07/02/2013 - Uncle Ryze is on sale from 7/3 - 7/6. 07/02/2013 - Minor updates and fixes. Added some to Early Game section on what to do if you're behind. 06/29/2013 - Did additional calculations with muramana vs seraphs embrace. Also reexamined hybrid runes. 06/22/2013 - Finished the rest of the guide. Removed temporary Quick Guide. Guide done! 06/21/2013 - Additional work on guide (Item Builds, Tear of the Goddess In-Depth, Early Game, Enemy Matchups) 06/20/2013 - Work on full length guide started (Masteries, Runes, Summoner Spells, Abilities, Skill Order, Combos, Item Builds) 06/12/2013 - Quick Guide Created

For runes, we'll want to focus on giving ryze some early game tankyness, increasing his damage through penetration, and increasing his ability to chase with movement speed. This is a fairly standard rune set, so feel free to change it up a bit. [highlight]My runepage:[/highlight] [imgext=] [title]Marks (Reds):[/title] [.][highlight]Magic penetration [/highlight]- This is the best choice in my opinion. These are the best runes for increasing damage, and they work decently throughout the game. Your skills don't take full advantage of AP runes, but all your damage dealing spells can benefit from magic penetration. [.][highlight]Hyrbid penetration[/highlight] - I've gone back and forth over these several times. I still prefer straight magic penetration, but these are usable if you auto-attack between spells. Early game they can help you farm and also harass your lane opponent with autos. They technically make the physical portion of muramana damage do more damage, but you lose more damage from your spells than you gain due to having less magic penetration. They are rather expensive at 820IP each, so I would recommend sticking with magic pen unless you already have these and plan to abuse the early auto attacks. [title]Seals (Yellows):[/title] [.][highlight]Armor[/highlight] - This is my favorite choice, as it will help against many junglers, top laners and any AD casters that you may face in lane. Also reduces minion damage for when you poke. [.][highlight]Health[/highlight] - My next choice, health will increase your survivability. Useful against all sources of damage, this is a good choice, especially if your lane opponent or enemy jungler are magical damage. [.][highlight]Gold[/highlight] - An interesting choice that gives up early-game tankyness in favor of 2.25 gold generation that can help you get to your lategame faster. [.][highlight]Mana[/highlight] - While ryze does love mana, these runes don't really increase his damage enough to justify bypassing on a defensive option. Flat runes are very underwhelming, and by the time scaling runes would become relevent, we will already have several mana items that are far more effective. I would NOT use these runes unless you have none of the other options. [title]Glyphs (Blues):[/title] [.][highlight]Magic Resist[/highlight] - This is my personal choice, as I'll often be facing an enemy mage in lane. Flat runes will help reduce early game damage, and we want runes to help us early on as we'll get some MR from items later on in game. If you know you are going to lane against an AD based enemy, then you may want to switch to scaling MR runes which will be more effective later on in the game. [.][highlight]CDR[/highlight] - I would only consider a few of these runes if you don't get 10% CDR from masteries. While ryze loves CDR, he will get 10% from his Q, 20% from a Frozen Heart/Spirit Visage, and 7-10% from masteries (depending on your choices in the offensive tree). If you opt to not get the full 10% CDR from masteries, then perhaps putting a few scaling CDR runes to cap out at 40% is an option. I would only put 1-2 runes in as you'll lose out on some useful MR. [title]Quints:[/title] [.][highlight]Movement Speed[/highlight] - My favorite quints, they are useful on any champion, ryze is no exception. Ryze loves movement speed as it allows him to catch up to opponents and get them in range of W. It also helps him when "orbwalking" as he'll get more movement between spells. I will always take these. The utility is just too great, and the movement speed remains valid through the game. [.][highlight]Spell Vamp[/highlight] - An interesting option, these runes sacrifice the utility of movement speed for the slightly better survivability that comes with spell vamp. Combined with the spell vamp from masteries, ryze can start the game with 9% spell vamp. I still prefer movement speed, as these are expensive and very niche, but they are certainly valid. Also note that since its a % of your damage, your early game sustain through these won't be amazing, especially before your tear. They do scale well though into lategame. [.][highlight]Magic Penetration[/highlight] - The only real damage option for quints, I would pass on these unless you don't have any other useful runes. They do help damage, but you lose a lot of utility by not taking the other options. [.][highlight]Health[/highlight] - A flat 78 health isn't a bad boost to your early game defenses, but I would still take movement speed or spell vamp if you have them. These runes are great for beginners though as they can be used on every champion. [.][highlight]Gold[/highlight] - A utility option that can help ryze snowball later on. I don't use these, but a gold generation build is an option.

[title][img=skills/ryze/p.png] Passive: Arcane Mastery[/title] [number]When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.[/number] [title]Explanation:[/title] This passive is what makes Ryze work as a mage. Each time he casts, he reduces the cooldown of his other spells. This (combined with CDR and smartcasting) allows ryze to use devestating combos to pump out constant damage. This is why we'll generally thread a Q in between any of our spells, because casting another spell will reduce its cooldown and allow us to cast it again and often. [title][img=skills/ryze/q.png] Q: Overload[/title] [number](Passive): Ryze gains 2 / 4 / 6 / 8 / 10 % cooldown reduction. (Active): Ryze throws a charge of pure energy at an enemy unit, dealing magic damage, plus additional damage equal to 6.5% of Ryze's maximum mana. Cost: 60 mana Cooldown: 3.5 seconds Range: 600 Projectile speed: 1400 Cast time: 0.25 seconds Magic Damage: 60 / 85 / 110 / 135 / 160 (+0.4 per ability power) (+6.5% of max mana)[/number] [title]Explanation:[/title] Ryze's bread and butter. A short cooldown targeted nuke. This spell also passively reduces Ryze's cooldowns, and we max it first to get the 10% CDR early on. With 40% cooldown (10 from Q, 10 from masteries/runes, and 20 from items), ryze will have a 2.1 second cooldown. After we cast it, we can cast another spell (aproximately 1 seconds) and our passive will reduce it's cooldown by a second, mean we have basically no cooldown on our Q after casting this spell late game. Its also great for poke, last hitting, and tear stacking. [title][img=skills/ryze/w.png] W: Rune Prison[/title] [number]Ryze roots an enemy unit, preventing movement. Upon casting, this spell also deals magic damage plus additional damage equal to 4.5% of Ryze's maximum mana. Cooldown: 14 seconds Range: 600 Cast time: 0.25 seconds Cost: 80 / 90 / 100 / 110 / 120 mana Duration: 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.6 per ability power) (+4.5% of max mana)[/number] [title]Explanation:[/title] A great bit of CC. This snare/root is instant (no travel time) and targeted, so its very rare for this not to go off. This spell is great to let your allies catch up to an enemy, or also to prevent an enemy from moving while we stand still to cast our combo. One point early on is necessary so that you have some CC, but maxing it is up to you. It scales fairly well with mana and root duration. Note that as this is only a root, this spell will not cancel channel effects. It can be used to shut down certain spells and champions though. For example, Fiddle's ult can be negated by rooting him and allowing your team to leave the dangerous area. [title][img=skills/ryze/e.png] E: Spell Flux[/title] [number]Ryze unleashes a bouncing orb of magical power which bounces to enemy units or himself, up to 5 times (for total of 6 hits). Each bounce deals magic damage and reduces the target's magic resistance for 5 seconds. If the orb bounces to Ryze himself, it will not decrease his magic resistance or deal damage. Cooldown: 14 seconds Range: 600 Bounce Diameter: 400 Cast time: 0.25 seconds Cost: 80 / 90 / 100 / 110 / 120 mana Magic Damage: 50 / 70 / 90 / 110 / 130 (+0.35 per ability power) (+1% of max mana) Magic Resist Reduction: 12 / 15 / 18 / 21 / 24[/number] [title]Explanation:[/title] This spell will hit your target, and then bounce to other enemies (or yourself) 5 times after that to hit a total of 6 targets. While it doesn't have as strong of a mana ratio as Q and W, the fact that it can hit a single target up to 3 times means it can deal a solid bit of damage. It also reduces magic resistance, which will increase the damage of the rest of your spells (which is why the most damage from a combo comes from using E early in the combo). The bounce range is 400, but remember that the closer the targets are, the less time the animation needs to travel. This means that if there are exactly two targets (either two enemies or an enemy and yourself) very close to one another, the bounces will be extremely fast and can burst a target down quickly. This is a great spell to cast if an enemy facechecks the brush you are in, as it will quickly bounce between you and that enemy. Finally, this spell has good synergy with your ultimate. When your ult is active, each bounce of this spell will deal 50% aoe damage, so this can actually be up to 6 instances of aoe splash. Use it to clear waves quickly or when the enemy team is grouped up. [title][img=skills/ryze/r.png] R: Desperate Power[/title] [number]Ryze becomes supercharged, gaining spell vamp, movement speed, and causing his spells to deal 50% AoE damage. No cost AoE radius: 200 Cast time: Instant Cooldown: 70 / 60 / 50 seconds Spell Vamp: 15 / 20 / 25 % Movement Speed: 80 Duration: 5 / 6 / 7 seconds[/number] [title]Explanation:[/title] This isn't a flashy ult like some champions, but it is certainly a useful and often underestimated one. Casting it gives us spell vamp, movement speed, and aoe splash damage on our spells for 5-7 seconds. It also reduces our other spells by 1 second through our passive, so cast it between Q's to maximize damage. This spell can be used for its spell vamp to keep you alive (especially before we get some from items). It can be used for chasing/fleeing with the movement speed (it gives 80 movespeed, which is more than a boots of swiftness). Unlike his other spells, it also has no cast time or animation so it can be cast on the run to help you chase or escape. It can be used for damage when there are multiple people, as all our spells will splash 50% of their damage to nearby enemies. Two or more enemies stacked near each other will melt with this up. This is also a great wave clear if you are about to recall or otherwise need to push waves. All of this on a 70/60/50 second cooldown (and then factor in your CDR and spell cast reductions). With 40% cooldown at level 18, this wil be on a 24 second cooldown, which is then further reduced by 1 second each time you cast a spell. Don't be stingy about using it. Spell descriptions from the league of legends wiki.

[title]Generic Skill Order 1-6: [/title] [highlight]Q - W - Q - E - Q - R[/highlight] If teamfighting at level 1 and you need CC, then you can start W like this: [highlight]W - Q - Q - E - Q - R[/highlight] [title]After level 6:[/title] [highlight]R > Q > W > E[/highlight] or [highlight]R > Q > E > W[/highlight] [title]Explanation:[/title] R is your ultimate, I prefer to level it when available. See below for another option though. Q is your bread and butter, and we max it first to increase its damage and get the passive 10% CDR. W is interesting. It scales better than E with mana, but the cooldown and the initial CC ability is present with a single point (though more points help root duration). You can max this either 3rd or 4th depending on your preference. I usually prefer to max it 3rd. E is another interesting spell. It doesn't scale as much with mana or AP, but due to the bounce it can deal a significant amount of damage if it hits an enemy 3 times. You can max it either 3rd or 4th depending on your preference. I usually max it last because I prefer a longer root on W. [title]Alternate After level 6:[/title] [highlight]Q > W > E > R[/highlight] or [highlight]Q > E > W > R[/highlight] QWE are the same as in the first explanation, however here we're only putting a single point into R at level 6, and then leaving it until level 18. Ryze is one of the few champions who don't NEED to level up their ult (after getting the first point in it). So lets take a look at R again. [img=skills/ryze/r.png] So leveling up R does a few things. It decreases the cooldown by 10 seconds. It gives 5% additional spell vamp. Finally it extends the duration by a second. All the basic functionality of the original ult is unchanged, the increases per rank only add a little bit of extra stats onto them. The cooldown generally isn't a huge deal since we have lots of CDR and every time we cast we reduce it further. The 10 more movement speed depends on if you are using to chase or not, as its not used while we cast. The 5% extra spellvamp is nice, but isn't that amazing of a difference from the original 15%. The duration of the spell by a second doesn't seem like a lot, but remember that going from 5 to 6 seconds is a 20% increase. That being said its still only a second. So what does that all mean? It means that we don't HAVE TO level up our ult after rank 1. But lets look at what we get from leaving it until 17/18. We'll have Q maxed by level 9 anyways, so our strongest spell isn't effected at all. We'll likely have 3 points in our next spell (I'm going to use W as an example) by level 11, so we're getting the last two ranks of it a level sooner (and 2 ranks of our third spell). We'll also likely have 3 points in our third spell (I'm using E) by level 16, which means the last two ranks of E will be ranked up 2 levels sooner. We would then rank our our ult for at 17 and 18. So we can bypass ranks 2 and 3 of our ult to level up our other spells and get more damage, more root duration, and more enemy MR reduction a little bit sooner. Its up to you if you want to do this. I personally prefer ranking up R at levels 11 and 16, but thats my preference, and its not wrong to wait for 17/18. I find that the cooldown, spellvamp, and ult duration are worth it for me to level up most of the time. I consider skipping ranks of my ult if I'm doing extremely well and want the damage of W and E rather than the utility of R. It'll be up to you to determine which you like best.

[title]Smart-casting[/title] Before we can talk about Ryze's skill combos, we need to have a conversation about [highlight]smart-casting[/highlight]. Smart casting is an option in game that will cast a spell as soon as you press the button (QWER) and it will cast at wherever your mouse is. This reduces the actions necessary to cast a spell. The standard process for casting Q is to press Q and then click on the target. With smartcasting, we'll already have our mouse on our target and we'll simply press Q. While this may not seem like a huge difference, its absolutely necessary when chain-casting our spells like we do with ryze. The default way to smartcast is to hold shift while pressing our QWER spells. I personally have rebound my standard QWER buttons to always smart cast (hit esc and go to key bindings), though this isn't necessary as some people prefer to not smartcast some spells. If you don't already smartcast, I would recommend playing a few Co-op vs AI games to get used to it. Your play will improve dramatically once you have gotten used to it. [title]Combos[/title] Ryze's passive allows him to reduce the cooldowns of his other spells when he casts a spell, and these combos are designed to make the best use of this passive. His Q is a short cooldown, allowing him to thread it between each other spell. W and E have the same cooldown, and can therefore be used interchangeably in any combo, depending when you would prefer the root or bounce/MR reduction. There are a few combos I'm going to cover, and you should know that these combos aren't always possible. If you have the ability to stand there and cast these combos, it will increase your damage, but don't throw everything away for the sake of a combo. The most common example of this is with Ryze's W. Logically, we should cast Q, and then W, and then Q again, simply because casting W will reduce the time for Q to be up again. While this is great on paper, sometimes you are chasing an enemy and you only have time for a single spell before you are no longer in range of the enemy. In this case, trying to use QWQ will mean the enemy will get away. Now if you started with a W to keep them rooted, then you have the ability to cast more spells while they are rooted. Another example is using Ryze's ult. You may need the spell vamp or aoe damage before the "ideal" time in a combo, so you may have to adapt the combo to your use. Always think and apply combos intelligently. Remember that sometimes you may not be able to do a combo without CDR, so early game combos are less important as well. [title]Sustained Combo #1 - Standard Combo[/title] [highlight]Q W Q E Q R Q W Q E Q[/highlight] This is the standard ryze combo, designed to deal lots of sustained damage, and casting an early W to keep your target rooted. Note the Q between each spellcast. Your damage will be constant, you'll root the enemy to prevent escape, and maximize the use of your passive. Note that the closer you are to 40% CDR, the smoother this combo works. [title]Sustained Combo #2- Best Sustained Damage Combo[/title] [highlight]Q E Q W Q R Q E Q W Q[/highlight] This is a variation on the other sustained combo, switching the Es and Ws. This combo does more damage than the first combo, as the expense of the early root. The MR resistance from E means you'll do more damage with this combo. Again, note that the closer you are to 40% CDR, the smoother this combo works. [title]Sustained Combo #3 - Leading with your ult[/title] [highlight]Q R Q E Q W Q[/highlight] Sometimes you need the spell vamp or aoe damage of your ult and you need it RIGHT NOW. This is the combo for that situation. Like the standard combo the E and W can be switched depending on the need. This is also a great combo for clearing an entire wave of minions with the aoe from your ult. Note that you can often cast your ultimate before the first Q lands on an enemy, which means it will splash as well. [title]Burst Combo - Boom[/title] [highlight]Q E W Q[/highlight] This combo is designed to do a ton of damage in a short period of time. It isn't as reliant on CDR, so its a great early game burst combo. Your E will do the most damage if it has only two things to bounce between, so the best damage comes from you close to an enemy for self bounces, or two enemies next to each other. An ideal time to use this is if you are waiting in a bush to ambush an enemy, and they approach the bush without realizing you are there. You can cast this combo extremely quickly to deal a huge chunk of burst. The second Q WILL be off cooldown after 2 spell casts, so these 4 spells will go off as fast as you can push the buttons. You can lead with an R without alerting the enemy, which will add spell vamp and splash damage to this burst combo. In summary, its nots important to memorize these combos and simply regurgitate them in game. Understand these combos. Why do they work? How do they work? Understand that these combos will not fit every situation, and can be adapted and tweaked easily. Knowing how these combos work and understanding what they do is an important step to creating useful combos on the fly for any given situation. You may need to cast your ult sooner. You may want to save your W for a certain enemy champion. These combos I have described to you are a good baseline. But to truly master ryze, you need to be able to create and execute the best combo for the best situation. And that takes time, understanding, and practice.

Ryze has a very interesting item path for a mage as he scales with mana in addition to AP. When we build Ryze we're going to focus on 3 things (in no particular order). First off, we want damage, which means [highlight]Mana, AP, and Magic Penetration[/highlight]. Secondly, we're going to focus on casting more, which means [highlight]Cooldown Reduction[/highlight] (remember, we want 20% from items). Finally we're going to focus on survivability, which means [highlight]Health, Magic Resistance, Armor, and Spell Vamp[/highlight]. With those stats in mind, lets look at some items. [title]Starting Options:[/title] Theres 3 main starting options when it comes to Ryze. First is a build that focuses on damage. We can take 2 health pots or a ward here, so be aware of your staying power. [img=items/sapphire-crystal.png][img=items/health-potion2.png] The next option is for when your lane opponent has skill shots that you need to dodge. Theres more staying power, but you have less damage and no mana items. I wouldn't recommend this in general as boots of speed don't give that much of an increase in movespeed. [img=items/boots-of-speed.png][img=items/health-potion5.png] Finally, if you have a very difficult lane or would prefer a very safe farm lane, you can start with this option. Feel free to switch out wards/potions for different wards depending on the game. This is a solid start for opponents that outrange you and be able to harass you with ease. [img=items/faerie-charm.png][img=items/health-potion4.png][img=items/sight-ward2.png] OR [img=items/crystalline-flask.png][img=items/health-potion.png][img=items/sight-ward.png] All of these starts (except the flask) are designed to help you with your first purchase upon recalling. You should try to recall when you have enough money for this purchase (and perhaps a few potions/wards). [img=items/boots-of-speed.png][img=items/tear-of-the-goddess.png] Alternatively, you can build boots and a catalyst. Since tear doesn't generally stack particularly fast anymore, this allows us to be a bit more tanky early on, and the level up regen is more useful early. You'll still want to build a tear soon after. [title]Core:[/title] After a bit of farming, we're going to recall again to obtain our early core items. These items provide early game mana, regen, and serve as the foundation for important items later on. [img=items/boots-of-speed.png][img=items/tear-of-the-goddess.png][img=items/catalyst-the-protector.png] These three items provide a great core, and then you have a couple of choices to make. Ideally you will upgrade your catalyst into RoA and your boots into sorc shoes. Both tear and RoA are very important items on ryze, and both need time to become powerful, so we should build them early. If your lane opponent is strong early game mage, then you may want to build some magic resist before finishing RoA. [highlight]Ideal Core:[/highlight] [img=items/sorcerers-shoes.png][img=items/tear-of-the-goddess.png][img=items/rod-of-ages.png] [highlight]Alternate Core:[/highlight] [img=items/mercurys-treads.png][img=items/tear-of-the-goddess.png][img=items/catalyst-the-protector.png][img=items/null-magic-mantle.png] After your core is built, you'll want to focus on the later important items. If you didn't build RoA yet, build it. If you need MR or armor, build a negatron or chain vest respectively. If you feel rather tanky, go ahead and build spell vamp. In a generic game where you have the Ideal Core already, my later game core would consist of glacial shroud, a null magic mantle, and a hextech revolver. These items give you the tankyness and spell vamp, as well as some more CDR. They also provide many options when building for lategame (frozen heart, iceborne gauntlet, twin shadows, WotA, spectral wraith). You should pick out your endgame items from the ones below, tailoring the items to the game. Sometimes you'll want defensive items, sometimes you want more damage. Sometimes you didn't really get fed/farmed and need to play a utility tank to allow your teammates to carry. Each game will be different, so its up to you to recognize what items will be best in any given game. [title]Important Items:[/title] These are the items that I will consider getting in most games. They are not mandatory - but they work extremely well with ryze and I highly recommend considering them every game. [img=items/sorcerers-shoes.png] - My most commonly purchased boots on ryze. The extra spell penetration helps his damage and doesn't take away an item slot (for example, we could get penetration from haunting guise, but it will take an extra slot). If I don't need the tenacity of merc treads, I'll take these. [img=items/mercurys-treads.png] - When the enemy team has some key CC abilities that can be mitigated with tenacity, I'll seriously consider getting these. A little bit of MR also helps. Its up to you to determine if these are the right boots in any given game. I often take these against these champs (see lane matchups section for more explanations): [imgsmall=champ/amumu.png][imgsmall=champ/annie.png][imgsmall=champ/cassiopeia.png][imgsmall=champ/chogath.png][imgsmall=champ/fiddlesticks.png][imgsmall=champ/galio.png][imgsmall=champ/kassadin.png][imgsmall=champ/malzahar.png][imgsmall=champ/morgana.png][imgsmall=champ/sion.png][imgsmall=champ/veigar.png][imgsmall=champ/warwick.png]. [img=items/archangels-staff.png]>[img=items/manamune.png] ([img=items/seraphs-embrace.png][img=items/muramana.png])- The tear items are always solid builds. Archangels gives bonus ability power based on mana, which makes your mana increase your damage in two ways. It also stacks much faster and upgrades when fully stacked to seraphs embrace, which provides a very nifty shield. Manamune provides mana and turns your mana into AD, which isn't as useful. It upgrades when fully stacked to muramana, which provides a heavy hitting physical boost to your single target spells (Q, W, and your auto-attack). Since tear is in your core, you'll likely build one of these, if not both, in any game that lasts long enough. I would recommend going for seraphs embrace in most games. See the in-depth section below on Tear of the Goddess for more information. [img=items/rod-of-ages.png] - One of the best items for Ryze, hands down. I will build this in every game if I can. Health, mana, and ability power on an item that gets stronger every minute. I try to always build it first after my early core, unless the enemy team has enough damage to justify grabbing some resistances first. [img=items/frozen-heart.png] - A very strong item for ryze, useful if you make it into lategame. Provides some amazing armor and helps your team with an attack speed reduction on enemies. It also provides a large amount of mana and the 20% cooldown that we need to hit our cap of 40% CDR. I generally don't finish it early, but I will always build a 20% CDR item. [img=items/spirit-visage.png] - The alternate 20% cooldown item. In addition to the CDR that ryze loves, it has some health and MR. On top of all that, you gain 20% more self healing, which synergizes extremely well with spell vamp. While it doesn't have any mana, this is a fairly strong item when the enemy team is magic heavy. [img=items/will-of-the-ancients.png] - One of the key points of this build is having high survivability. The spell vamp (especially combined with your armor/MR) can greatly increase your effective health, especially if you are allowed to cast. It also has AP for some additional damage, and an aura so your teammates will love you. [img=items/void-staff.png] - The final item I consider buying in every game is void staff. Check the enemy team's items - if they are building MR to counter you or your team, you're going to want to build void-staff to cut through that MR and still deal significant damage. If the enemy has few MR items and you want damage, then consider a deathcap. In addition to these items that I consider every game, there are many other items that ryze can make good use of. Here are some alternative items that ryze can take advantage of. [title]Offensive Items:[/title] [img=items/rabadons-deathcap.png] - The best AP item in the game. Even though we love mana more, AP is still significant, and this can make AP from your other items that much more powerful. I sometimes take over void staff if I need damage and the enemy doesn't have MR. This is probably the 3rd highest damaging item for ryze (behind the fully stacked tear items). [img=items/deathfire-grasp.png] - An interesting item for ryze. The ability power is nice, but the cooldown is usually wasted, unless you want to get this and another 10% CDR item (like spirit of the spectral wraith or iceborne gauntlet ) instead of frozen heart. The real beauty of this item though is the active. Opening with this active means that your target will deal a huge chunk of damage (15%) and increase magic damage by 20% on the target for the next 4 seconds. If you take advantage of that 4 seconds and unleash a combo, you can really take someone down fast. [img=items/lich-bane.png] - An interesting item, it provides some AP and mana, which is nice for damage, and allows you to thread some auto-attacks in for extra damage. We aren't stacking pure AP like some mages, so it won't be as effective as some mages, but it is a viable damage item. Also helps push down towers. I rarely consider this. [img=items/frozen-fist.png] - This item is a bit good and a bit meh for ryze. It has one of the highest amounts of mana (500) for a nonstacking item and some AP, which is really nice. It has 10% CDR, which is meh unless you pair it with another 10% cooldown item. The armor is solid (but not as good as frozen heart), but the active isn't amazing for us. It can help with farming and adds a little bit of CC to ryze if he autos during a fight. Can be paired with DFG or spirit of the spectral wraith to create another item combination that reaches 20% CDR. [img=items/spirit-of-the-spectral-wraith.png] - Traditionally an AP jungler item, this item is surprisingly useful on Ryze. The smite cooldown is useless, the mana regen is meh, and the monster damage only really helps if you're doing jungle objectives, but it offers the same spell vamp as WotA, some AP, and 10% CDR. Its also over 500 gold cheaper than WotA. Basically, we can replace our WotA with this item in a few scenarios: If we don't have AP allies who can take advantage of the aura, then WotA isn't as gold efficient. If we don't need the armor and AS debuff from frozen heart, then we can replace it with a 10% CDR item like iceborne gauntlet or DFG. If an ally already has frozen heart, the debuff isn't as useful since it doesn't stack. This item combo'd with a gauntlet means you still get the 20% CDR, more mana than frozen heart, most of the armor, the same spell vamp, and only 10 less AP. Its certainly an option. [title]Defensive Items:[/title] [img=items/zhonyas-hourglass.png] - A combination offensive and defensive item, the AP helps your damage while the armor and active can help you live. The active is extremely powerful and can negate lots of enemy damage. Your cooldowns are likely to come up while using the active as well, which means you can use this to avoid damage while waiting for cooldowns. Consider if the enemy team is very strong with physical damage and/or you can use the active to make gamechanging plays. [img=items/randuins-omen.png] - As a purely defensive item, I don't build this very often. It is however, a great counter to enemy AD carries. The health and armor make you much tankier and hard to kill. The active can be used to escape from a melee champion. One of the best things though is the movespeed and attack speed slow for anyone who auto attacks you. This can prevent ADCs from kiting you with their longer ranges and can help shut down a strong ADC. I usually take as a second defensive item after frozen heart or spirit visage. [img=items/twin-shadows.png] - While this item has no mana, it helps mitigate ryze's weaknesses. The AP is solid for him, the MR helps against enemy spell damage (you can build an early null magic mantle against AP lane opponents), and the movement speed is very useful for ryze with his short range. The active is very strong for chasing down enemies so that you can get in range to root an enemy (also reveals invisible champions). It builds from a kage's and a null magic mantle, which provide some early AP, gold generation, and MR for your mid lane opponent. [img=items/abyssal-scepter.png] - While this item has no mana, it still provides some considerable stats. The MR is great. The AP is nice. The MR reduction aura will increase your damage and help your team if there are other magic dealers. This item could also be considered an offensive item due to its stats. I usually don't get this if I already have spirit visage, but against a hugely AP heavy team I might. [img=items/athenes-unholy-grail.png] - An item that I don't usually consider, but a possibility for ryze. It provides AP and MR, which is nice. It also provides 20% CDR, which means it can replace frozen heart in your build. The interesting part of this item however is the mana regen. Mana font increases your regen by a percentage depending on how low you get, and you get 12% of your max mana on a kill or assist. A full build ryze with this item likely has 3000 mana, which means you instantly gain ~360 mana on kill or assist. This item synergizes really well with muramana's active, as it can replace mana at a much faster rate than any other item in team fights. I would only consider if running a muramana-based build and with the enemy team being heavy on magic damage. [img=items/shard-of-true-ice.png] - As a more support/utility item, I wouldn't build this too often. The AP and passive gold generation is ok, but the active will be just as useful on a support character as you. It does build out of kage's, so this is an option if you build a gold generation core. [img=items/banshees-veil.png] - While this used to be a strong item on ryze, the removal of mana makes it much less attractive. The shield, health, MR, and regen all provide good defensive stats, but this item provides no offensive power. It can still be built against certain champions where the spell shield is useful. [title]Boots:[/title] We discussed the most common couple of boots earlier, but there are a few other valid options. [img=items/boots-of-mobility.png] - If you are doing well early on in mid lane and want to gank nearby lanes, these boots will help you get to those lanes very quickly. You'll want to sell these lategame for another pair of boots, as ganking isn't hugely important and the speed is lost in combat. [img=items/ninja-tabi.png] - These boots are very strong if your lane opponent is auto-attack based, or if the enemy team has multiple champions who deal damage through auto-attacks. I would consider these against many AD lane opponents. [img=items/boots-of-swiftness.png] - Extra movement speed is always nice, but the real strength of these boots is the slow reduction. If the enemy team has many slows (ashe, sejuani, frozen mallet, iceborne gauntlets, etc) and you're unable to deal damage due to being kited, then these will greatly help. Remember that this will stack multiplicatively with any other CC reduction. [title]Boot Enchantments:[/title] [img=items/enchantment-furor.png] - A very powerful chasing tool. Gives you a significant movespeed boost after every single target attack (Q, W, autos). Use it and orbwalking to chase down enemies and keep dps up. [img=items/enchantment-distortion.png] - Reduces cooldowns of flash and tele even further. Certainly a consideration, especially if you have both spells. [img=items/enchantment-homeguard.png] - A great enchantment for defending your base. Also works extremely well if you cast teleport from the fountain - you'll have that movement speed on the map to gank or get to a teamfight. [title]Example End Game Builds[/title] For any of these builds, you can build either of the tear items depending on the game and your playstyle. I would recommend Seraph's Embrace in most games. [highlight]Generic Build[/highlight] [img=items/seraphs-embrace.png][img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/frozen-heart.png][img=items/abyssal-scepter.png][img=items/will-of-the-ancients.png] The standard ryze build I would recommend. Consider replacing WotA with void staff depending on the game. [highlight]Selfish Generic Build[/highlight] [img=items/seraphs-embrace.png][img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/frozen-fist.png][img=items/twin-shadows.png][img=items/spirit-of-the-spectral-wraith.png] Similar results to the generic build, this is useful if your team doesn't benefit from the WotA aura and/or your team already has a frozen heart. [highlight]AP Heavy Enemy Team[/highlight] [img=items/seraphs-embrace.png][img=items/mercurys-treads.png][img=items/rod-of-ages.png][img=items/spirit-visage.png][img=items/abyssal-scepter.png][img=items/abyssal-scepter.png][img=items/will-of-the-ancients.png] [highlight]AD Heavy Enemy Team[/highlight] [img=items/seraphs-embrace.png][img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/frozen-heart.png][img=items/zhonyas-hourglass.png][img=items/will-of-the-ancients.png] [highlight]Pure Damage[/highlight] [img=items/seraphs-embrace.png][img=items/muramana.png][img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/rabadons-deathcap.png][img=items/athenes-unholy-grail.png] This build assumes a long game to double-stack your tear items. Insight means your mana is converted into ability power. Deathcap increases ability power by 30%, which means mana is counting for damage three times and ability power from items is counted twice. You also have 20% CDR. You have regen from athenes to keep muramana up. Consider replacing something with void staff if the enemy builds tons of MR. Note that this is an EXTREME build and is very hard to get to and use. [highlight]Muramana Mage[/highlight] [img=items/muramana.png][img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/athenes-unholy-grail.png][img=items/zhonyas-hourglass.png][img=items/will-of-the-ancients.png] This build is aimed at still doing damage through manamune. Theres synergy between the active of muramana and the mana regen from athene's holy grail. Consider replacing zhonya's with a DFG for super burst. You can burst hard with the active of DFG and then using your combo with the muramana active. This build isn't good most of the time, but is a fun build for a silly game.

Since tear and its upgrades are such an important part of Ryze's build, lets take a bit to examine them in greater detail. Understanding how these items work can be useful in planning out your build. [img=items/tear-of-the-goddess.png] - The basic tear item is very cheap and will constantly grow, making it a good early game purchase. 4 mana is gained on each spellcast, stacking up to a total of 750 mana. This can occur twice every 8 seconds. The unique passive is called "mana charge" and shares that passive with archangels and manamune. That means having two of these items will stack the same mana pool, so you can stack this pool faster, but it still is only one pool of 750 mana. Nothing happens when this item is fully stacked. [img=items/archangels-staff.png] - The AP upgrade to tear of the goddess. Adds 60 ability power and converts 3% of your mana into additional ability power. My standard full build ryze will have around 3.5k mana, which means this item will be adding 105 AP on top of the base 60 AP, for a total of 165AP. We gain 8 mana per spellcast (can occur twice every 8 seconds), meaning this item will stack twice as fast as a basic tear. When fully stacked, this item will automatically transform into seraphs embrace. [img=items/manamune.png] - The AD upgrade to tear of the goddess. Adds 20 attack damage and converts 2% of your mana into additional attack damage. Using the full build mana pool of 3.5k, we'll be gaining 70 AD for a total of 90 AD damage from this item (which doesn't help ryze much at all). We gain 4 mana for each spellcast or auto-attack, meaning this item will be a little easier to stack with autos, but wont stack near as fast as archangel's staff. When fully stacked, this item will automatically transform into muramana (unless you also have an archangels, in which case the archangels will take priority). [img=items/seraphs-embrace.png] - The final AP upgrade to tear, this item provides similar boosts to archangels. It provides the same 1000 mana (equivalent to the 250 from archangels and the 750 from "mana charge") and 60 AP, and has the same conversion of 3% mana into AP. There are two main differences between this item and archangel's staff. Firstly, the mana is no longer tied to mana charge, which allows us to begin stacking mana charge with a new tear item. Secondly, there is now a powerful active that shields ryze at the cost of 20% of his current mana. Assuming an end game ryze with a full bar of 3.5k mana, this shield will cost 700 mana and prevent the next 850 damage over 3 seconds. That is a HUGE shield. If you are not full health, then you can shield damage in a fight while casting to heal up with spell vamp. Very powerful active. [img=items/muramana.png] - The final AD upgrade to tear, this item provides similar boosts to manamune. It provides the same 1000 mana (equivalent to 250 from manamune and 750 from "mana charge") and 20 AD, and has the same conversion of 2% mana into AD. There are two differences between this item and manamune. Firstly, the mana is no longer tied to mana charge, which allows us to begin stacking mana charge with a new tear item. Secondly, there is now a powerful toggle active that, when on, provides a buff to ryze that drains 3% of ryze's current mana to deal twice that amount of mana as physical damage on ryze's single target spells and attacks. This means that his Q, W, and auto-attacks will trigger the on-hit damage. Assuming an end game ryze with a full bar of 3.5k mana, this proc will drain 105 mana in order to deal 210 physical damage in additional to his normal spell damage. This is an amazing chunk of damage, especially with his Q, but it will also drain your mana extremely fast. Note that the additional damage is physical, and is therefore mitigated by armor. Note that the physical damage from muramana does not work with spell vamp or life steal. **Does anyone know if Blessing of the Elder Lizard (aka red buff) procs with the physical portion of manamune's active? I'd like to include this information here to determine how useful red buff is for a manamune ryze.** [title]Lets take these items for a spin.[/title] So lets consider the difference in damage between muramana and seraph's embrace by doing some (greatly simplified) math. We're going to use a short combo of Q E Q W Q (assume E hits the enemy 3 times) and ignore penetration and resistances (which makes this way less accurate, but much simpler). We're going to assume a full build ryze with 3.5k mana and 180 ability power. [highlight]Scenario 1 - Seraph's Embrace[/highlight] Using the passive, "Insight", from seraph's embrace, we gain 105 AP (the shield doesn't do damage). This means we'll have a total of 285AP. Lets add up the spells, mana, and AP ratios for our combo. [number]Q = 3 * (160 + (.40)(285) + (.065)(3500)) = 1504 E = 3 * (130 + (.35)(285) + (.01)(3500)) = 794 W = 1 * (200 + (.60)(285) + (.045)(3500)) = 528 Rough Total = 2826[/number] [highlight]Scenario 2 - Muramana[/highlight] Using manamura, we gain no AP, but gain "Awe" so that 6% of our mana as physical damage for each Q and W. We're going to add these separately and we'll try to account for the mana used during our combo. This assumes we start at full mana. [number]Q = 3 * (160 + (.40)(180) + (.065)(3500)) = 1378 E = 3 * (130 + (.35)(180) + (.01)(3500)) = 684 W = 1 * (200 + (.60)(180) + (.045)(3500)) = 465 Awe = (3500*.06) + (3215*.06) + (3058*.06) + (2846*.06) = 757 Rough Total = 3284[/number] From what we've seen so far, it looks like manamura is going to do about 450 more damage in that combo. Well...not quite... We completely ignored resistances and penetrations! Why? Because its a complex problem that depends on your magic penetration, your armor penetration, your opponent's armor, and your opponent's magic resistance. Thats 4 variables that can change, creating many different scenarios, and is complicated further by the fact that resistances aren't linear. Ryze also reduces MR with his E, which will only effect some parts of his combo and is hard to model. So we're not going to run numbers, but lets take a quick look at our problem. Scenario 1 deals much more magical damage, and will be helped by magic penetration and hurt by magic resistance. Ryze generally has sorc shoes (15 penetration), Arcane Knowledge mastery (8% magic penetration), penetration runes (8), and a flat reduction through E (24 at level 18). So generally Ryze will ignore 8% + 47 magic resistance. That means all of his damage in scenario 1 is using this great amount of penetration. Scenario 2 deals a mix of magical and physical damage, and will be helped by both types of penetration, and hurt by both types of resistances. Ryze generally has no armor penetration, so his physical damage is significantly mitigated by enemy armor. His magic damage still will be powerful, but he'll do less magic damage due to the lack of AP from "Insight". The lower ryze's mana is, the less damage this combo will do also. He does split his damage into both magic and physical however, so his damage isn't shut down by the enemy building tons of MR. I've run a few scenarios with a standard level 18 Ryze. Basically I've come to a few conclusions. At around equal levels of enemy armor and MR, muramana will do a tiny bit more damage (about 100-150 more damage in a QEQWQ combo). Hybrid runes are not better than pure magic penetration runes for your combo, even with the muramana active. You may get some good use of of them with early auto-attack poke though. [title]So...which one do I build?[/title] [title][img=items/seraphs-embrace.png][/title] Seraph's Embrace allows you to get the most out of magical penetration, does almost as much damage as muramana (even or better if you have additional magic penetration), and has an extremely strong shield to boot. It also now (patch 3.9) stacks much faster, so building a seraph's embrace means you build your pool that much faster. [highlight]But wait![/highlight] Lets go back a bit to how "mana charge" works. Upgrading archangels into serpah's embrace means we no longer have the passive mana charge. Does that mean we can build another tear? Why yes, it does. Building another tear or tear item allows you to start mana charge again. This means we can aim towards a muramana, and get the best of both worlds! Note that you can't build more than 1 of either item. In a long enough game, we can actually have BOTH of these items. That means 2000 mana, 195 AP, 110 AD, and BOTH active abilities. It can be rather draining on your mana pool to use these actives, but if you can build both these items up, you'll be a force to be reckoned with. Granted, you give up an item slot and need a significantly long game to achieve both of these fully upgraded item, so its not always a wise decision, but its certainly a valid option and one to consider depending on the game. Note that you can also build a tear/archangels/manamune even after you build both items and continue to stack up mana charge. None of the items will upgrade, and the passives attached to archangels and manamune are already present on their large items, but building and fully stacking archangels will provide you with an additional 1000 mana and 60 AP. This is cool from a theorycrafting perspective, however not really feasible due to how long the game would need to be, and the fact that you are using half of your item slots for tear based items. I would not build a third tear item in any serious game.

Ryze is known for a rather weak early game. During this period of the game, I would recommend playing defensively and focus on farming for gold and stacking up your tear. You can still do a surprising amount of damage once you have all your spells, so play passively and surprise an overreaching enemy with your combo and ignite. At the beginning of the game, you'll want to be with your team to protect your jungle or invade the enemy's jungle. I would not pick a spell until you either come across an enemy or head back to your lane to begin the laning phase. If you see an enemy, take W for the early CC to let your team either kill or escape. Also consider grabbing W if the enemy team has an extremely strong level 2 ganker that you are worried about. In general, grab your Q to being the laning phase. For several minutes you are going to want to play passively and focus on farming. If the enemy is too aggressive, feel free to poke with Q, however be aware of your mana early on. At level two, you will then have both your Q and your W, making you much stronger. At this point, you can deal a bit more damage and can even consider engaging a enemy with lower health (especially with ignite). Beware of the enemy hitting level 2 before you, as you may not be able to disengage without W. You'll want to continue farming until you can purchase tear and level 1 boots. Recall when you can to start farming up your tear early (feel free to tele back to lane to avoid missing farm). If your lane opponent is doing well early on, consider building catalyst instead of tear so that you can stay in lane safely. At this point I begin to bully my lane opponent (if its safe to do so) by using my Q on them whenever they are in range (watch your minions, you can predict when your opponent will come forward for a last hit). Continue to farm, but realize that your combo is enough to deal some burst damage once you have all 3 of your main skills. If you are poking the enemy down and they get low, feel free to use a combo to try to burst them down. I would not use flash to initiate unless you are positive you can get the kill or that the enemy's flash is down. I can often force an enemy to use flash with a combo, and then force them to play passively or risk death by coming forward with no escape. Continue to farm, bully the enemy, and build your items until the mid game arrives. Feel free to take blue buff if your jungler offers it to you. Keep an eye out (and ward) for ganks and ganking opportunities. [title]I'm getting owned....what now?[/title] So you got counter-picked. Maybe you're just having a bad day. Maybe you were helping your jungler and blue reset 4 times. For whatever reason, you're behind. Its unfortunate, but you can't dominate every game. Don't give up hope yet, cause with a few changes we can do some damage control and get back on the right track. In lane, stay super defensive. Do your best to farm, especially under tower. Don't use your W to farm, save it for if you get ganked or dived. You can punish an enemy who dives by freezing them in the turret and igniting them - they'll be taking a lot of damage and you may get a kill. Be very aware of the enemy's diving ability. Finally don't forget to warn your allies when you're lane opponent is missing - it won't matter how well you play defensively if your opponent gets a double kill on an unsuspecting bot lane. Next we're going to switch up our item build a little. We want to do two things with our item build. First is to counter any problems. Why are you behind? Should you build to counter a fed enemy? Generally you can better protect yourself by building some armor or MR. You may even want to go ahead and build a negatron cloak or glacial shroud before your main items. Second thing you want to do with your item build is to help you catchup. You may want to consider building some gold generation - kage's or philo stone - to help your income. Kage's is more useful as you shouldn't have mana problems, but sometimes you may need to build both. You can either sell these items later on, or build Kage's into a twin shadows. You may also have to give up on some damage in your build. If you're behind and short on money, it may be better to focus on becoming tanky and increasing your utility. You may not be able to burst down the enemy carry in a teamfight, but you'll be able to put some hurt on them and zone them. Another good thing for your team are aura items (WotA, frozen heart, abyssal). Your items can still help your teammates even if you aren't as scary as usual.

Heres a list of several common opponents that you might face, and how difficult they are. Remember that just because its an easy lane, or that you counter a champion, does not mean that you will win. A skilled enough opponent can overcome their champions weaknesses and still be able to win a tough lane. These mostly cover mid lane opponents, as I don't have much knowledge on top lane champions. Please comment with matchup details if you play ryze top lane! [title]Good Matchups:[/title] [imgsmall=champ/ahri.png] - Your W prevents her from using her high mobility. Stay behind creeps to avoid being charmed, and consider starting with boots to avoid her skillshots. Poke often and bully her to prevent her from farming or snowballing. Be wary of getting charmed while standing still to cast. [imgsmall=champ/diana.png] - Diana isn't your easiest lane, but she isn't usually difficult. She has poke early on, but isn't too powerful. Her dash is mitigated by your W, and you can often outdamage her as long as you stay out of melee range. Don't let her roam and gank as she becomes powerful and tanky later on. [imgsmall=champ/evelynn.png] - Eve isn't that difficult of a matchup unless she gets fed. You'll be able to outdamage her most of the time and she can't deal damage unless she is inside your cast range. Consider getting a MR to reduce her damage. Keep a close eye on her (you may need pink wards) to prevent her from getting fed from ganks. [imgsmall=champ/katarina.png] - This matchup will go in your favor most of the time. She doesn't have good poke, and if she uses her jump, she'll have no escape for several seconds, meaning you can go all in. Her ult is annoying, but if you save your ult for when she ults, you can often spell vamp to keep yourself alive and deal lots of damage by using your full extended combo. [imgsmall=champ/jayce.png] - A top lane AD opponent. You'll be able to poke him with Q if he uses his melee to farm. Dodge his poke and this lane will be fairly straightforward. Consider grabbing an early chain vest after catalyst to really shut his damage down. [imgsmall=champ/khazix.png] - Just keep farming up. Poke with Q when he gets in range to last hit, so he'll have to choose between health and cs (either way, you win). Save your W for when he jumps to you. Starting on your glacial shroud early will shut him down more. [imgsmall=champ/veigar.png] - Another matchup in our favor, this little guy is an anti-AP mage. His ult won't do as much damage to you as other mages, and merc treads can really shut down his stun combo. Its also difficult for him to insta-stun someone, so generally once you catch him, he is going to take a lot of damage. Bring your jungle for easy kills. [imgsmall=champ/vladimir.png] - You poke just as hard, if not harder than he does. He'll often use his pool to avoid big damage spells, but you're damage is fairly consistent. He'll also often pool while rooted, which keeps him from running away. Once his pool is on cooldown, he's very vulnerable and you can kill him long before he can kill you. [title]Okay... Matchups:[/title] [imgsmall=champ/fizz.png] - Fizz is a skill matchup for ryze. Two of his abilities are melee based, and his playful/trickster has a long cooldown. Poke him down early and use W to keep him in place away from you. Engage hard right after he uses his playful/trickster as he will have no escape until its up. Consider boots to avoid his ult and MR to reduce his damage. If he is able to get fed, he can be difficult for you as he has anti-healing which hurts your spell vamp capabilities, and his fish knockup will also hurt. Avoiding melee range is the key to this matchup. [imgsmall=champ/akali.png] - She is weak before 6, so start poking early and do your best to prevent her from farming. Once she is 6 she will have a huge burst damage combo, but your W can keep her rooted while you move away from her. Avoid being in melee range. Don't hang around lane with low health. [imgsmall=champ/annie.png] - She has a stun very early on in game, which can be annoying, but she gets more difficult at 6. She may be able to full combo you and kill you with tibbers. If you survive her combo however, you can often win as she needs to wait for cooldowns. Consider buying a banshees veil for her stun or build lots of MR which can really hurt her damage. [imgsmall=champ/fiddlesticks.png] - Not much to say here. His fear is annoying, but if he doesn't kill you by the time fear is up, then you can simply turn on him and cast while he tries to drain. When he ults, try to root him with W and walk out of range until its over. [imgsmall=champ/gragas.png] - Grab boots early and dodge his barrels. He has high burst, but if he stays after his cooldowns are up, your constant spellcasting will take its toll. [imgsmall=champ/karthus.png] - Grab boots to avoid his skittles early on. If you can root him so that you aren't in range of his defile, then you can almost always combo him down. Consider getting a red elixir, banshees veil, or seraph's embrace to shield you from his ultimate. The only way for you to cancel his ultimate if he is alive is to kill him, so I wouldn't consider you a counter. [imgsmall=champ/leblanc.png] - Okay lane. She is strong early so play defensively and watch out for her silence. Your W prevents her jump though, and building an early MR item can often mitigate her damage enough that you'll come out on top in trades and engagements. Careful of her getting fed on your allies though. [imgsmall=champ/malzahar.png] - You can generally outdamage him if he doesn't have his ult. Avoid standing in his pool while you cast. Consider getting MR if he gets strong. Generally an even lane. [imgsmall=champ/morgana.png] - This lane isn't bad, but its usually rather boring. She has a spellshield that mitigates your damage, but she won't have enough damage to kill you first unless she has an extremely good ultimate. Try bursting down her spellshield with Q and E before rooting her with W. Avoid standing in her pool and know that one of the best ways to avoid her ult is to kill her before it goes off. [imgsmall=champ/renekton.png] - While he isn't an easy lane, he generally is going to have trouble keeping up with you. Use Q to poke him down when he tries to last hit. Save W for when he slices and dices in. If you can keep poking him, he'll have to push lane to sustain, which means you can farm near your tower and poke him while being fairly safe. Mid-late game you should grab at least a glacial shroud and your W will shut him down hard in teamfights. [imgsmall=champ/rumble.png] - I usually see him if I play ryze up top. This matchup isn't bad, but you won't automatically win either. Avoid staying in range of his flamethrowers and his overcharged melee attacks. Don't stand in his ult. You can usually outdamage him if you W him for his flamethrower and avoid his ult. [imgsmall=champ/swain.png] - When you stand still to cast spells, he'll root you and deal damage. He can bird form to deal damage and stay healthy. He'll be hard to kill without jungle ganks, but it'll be hard for him to get kills on you as well since you disengage with your W. Ignite is very strong in this matchup. [title]Bad Matchups:[/title] [imgsmall=champ/anivia.png] - A good anivia player is difficult for ryze. Ryze has to stand still to cast, and anivia has a skillshot stun and her ult can be placed right under you. This will be difficult for you, especially past 6. Try to play very safe and don't engage her alone. Have your jungler gank as she has no escapes. Build MR. [imgsmall=champ/brand.png] - Another difficult lane, when you use your W to root him, he will simply turn and throw his skillshots at where you are standing to deal damage and stun you. His burn passive is also fairly strong. He is much stronger than you early on and can bully you better than you can bully him. Play passively and wait for help. Like anivia, he has no escapes, so your jungler should target your lane as much as possible. [imgsmall=champ/cassiopeia.png] - Good range AoE damage, can cast while standing still, has a stun. Seeing a trend here? Very similar to anivia and brand. She is stronger than you early on and will beat you 1v1 with her poison and skillshots that she WILL land. Play very safe, buy lots of potions, and have your jungler camp your lane. [imgsmall=champ/chogath.png] - Not often played vs ryze, but his CC can be quite annoying. His silence and knockup will be easy to land and seriously mess with your damage output and spell vamp healing. If he builds mage, he can often finish you with his ult when you're slowed from his knockup. Grab early boots and work on dodging his skillshots. Avoid engaging on him and have your jungler help. [imgsmall=champ/kassadin.png] - This is a difficult matchup. You can win, but you need to be skilled and very aware of how kassadin works. His silence is annoying, but you can usually counter-poke with a Q before the silence lands. Your W will prevent his ultimate, but a good kassadin will use it well to suddenly appear in your face with an R Q W combo. This one is highly dependent on the enemy player's ability, but be prepared for a tough lane. Grab some early MR and farm up. [imgsmall=champ/kennen.png] - Avoid his shuriken early on (you may want to start boots) and try to poke him down. He'll be stronger than you early on, but you'll do well against him in teamfights if you can avoid his ult. His stuns are generally difficult and unreliable, but since you stay still to cast he can stun you fairly easily. Try to root him and get out of his ult, MR is very important. [imgsmall=champ/lux.png] - Long range, has shield and a root. Can generally stay out of range while poking fairly well. Grab boots early on to help dodge her skillshots and consider getting some MR early on. She has no escape, so having your jungler help out is usually the way to go in this lane. [imgsmall=champ/orianna.png] - Long range, good poke. Has a slow and displacement ult. She'll dance around outside your range and whittle you away. Her auto-attacks are also extra strong, so avoid trading autos. She isn't so bad if you can get in range and cast, but a good orianna won't let that happen. Have your jungler help you out as she has no escapes. [imgsmall=champ/twistedfate.png] - Long range poke and a stun. He is rather cooldown dependent, so if you can catch him after he has just used spells, you can combo him down before he can gold card you. You can't stop his ult except by killing him though, so be aware that he'll have good ganking potential and can even ult away from you to escape from a fight. Hard lane to win against a skilled opponent. [imgsmall=champ/viktor.png] - Another long range poke champion, he has a shield, an aoe stun field, and an aoe ult - all of which are very easy to cast on a ryze that is standing still while casting. Avoid his lasers and consider building merc treads to get out of his stun sooner. He doesn't have much to defend him from ganks though, so if you can gank him with your jungler's help, you can often turn this land around. [imgsmall=champ/zyra.png] - Long range? Check. Root to keep you at a distance? Check. Annoying plants that deal damage and keep you busy? Check. This champ is rather annoying for ryze and she does a lot of damage. Buy early boots and MR to avoid her skillshots and mitigate damage. Have your jungler gank if he can, but her roots, ult, and passive make towerdiving very dangerous.

Mid game is generally when most characters obtain their core items and there begins to be more ganks and skirmishes. Dragon becomes an objective to watch, and there may even be some early teamfights. By this time, you should have at least your early core (boots, tear, catalyst) and should be working on your ideal core (RoA, level 2 boots) depending on the game. At this point you'll have all of your spells and can begin to really deal some damage. If you have been beating your lane opponent, you'll likely be able to kill them 1v1 depending on the matchup. Feel free to become more aggressive and start zoning enemies from farm if you can. You should continue to accept blue buff if your jungler offers it, as you can make good use of the cooldown. There are four main things to worry about in midgame. First is [highlight]towers[/highlight]. Ultimately the winner of the game is not who gets the most kills, but who kills the enemy nexus. Getting towers is the path to the enemy nexus, and it provides global gold to your team as well to get ahead. If its safe for you to do so, then work on pushing towers. Also remember to defend your towers. Going down to bot lane to save your teammates from a gank is nice, but may not be worth it if you leave your tower undefended. Second is [highlight]dragon[/highlight]. Global gold and a common skirmish area, dragon becomes important mid game. Your team will want to keep the dragon area warded so that you have some vision and can react to a dragon attempt. If you are midlane, then warding dragon may fall to you, especially if your support is strapped for cash or otherwise occupied. If you are toplane its important to keep an eye on dragon and be prepared to tele to a ward if a fight breaks out. You can output steady dps on dragon, however you should save your W in case the enemy contests (feel free to use it if you are doing dragon after a successful skirmish). Most of the time its better to save your ult as well - the movespeed and aoe damage is wasted, though it can be useful to heal up with spell vamp. Your jungler should smite the dragon to secure it, so do your best to prevent the enemy from approaching for a steal. Third is [highlight]ganks/skirmishes[/highlight]. Ganks get more prevelant as junglers reach 6 and get their core items. Mid and top lanes may also leave for quick ganks as well. Skirmishes may break out, most often at dragon, mid tower, and bot lane. Keep your eye on your minimap and be prepared to travel if need be. Sometimes you should follow your lane opponent to a fight, sometimes you should push hard and attempt to take a tower while theres a skirmish elsewhere. If you get ganked, do your best to retreat (using W, R, and flash if you must). If you cant retreat, then stand your ground and ping for help. Ryze can generally keep himself alive with his ultimate up, and you may get a kill or survive in time for an ally to help out. If you are on the offensive against your lane opponent, make sure to keep wards up to prevent a gank. Pressure them hard and use W to keep them in place while you dish out the damage. Use ignite to finish off opponents or to prevent healing. If you are doing extremely well and know that you can beat your lane opponent 1v1, you can be more aggressive with your ganks. For mid lane ryze, ward the enemy blue area and be aware of when the enemy mid laner is getting blue. You can often surprise them while they are trying to get blue and either steal blue or get a kill. Beware of the enemy jungler, as it will quickly turn into a 2v1 if you dont finish off your opponent. If your jungler joins you, then you'll win almost every time due to them being caught unawares. Ryze also does well with ambushes. Having good vision through wards allows you to position yourself in a bush and wait for an enemy. They will often walk nearby or facecheck, and you can unleash your combo at point blank range, dealing lots of damage before they can react. You can sometimes bait the enemy lane opponent by heading towards another lane and then stopping in a bush that they will travel near - many times your lane opponent will attempt to follow and can be taken unawares. For skirmishes, know that you can deal a lot of damage if you aren't hard CC'd. You should focus on taking out important enemies (often the mage or ADC) and prevent them from being able to kill your teammates. You can also use W to help shut down certain characters, especially if it isolates them from their team. Hopefully you'll a bit of health and defenses from items, so that you can stand on the front lines to deal damage. If you are taking damage, then you need to either back of or cast your ultimate and attack to regain life through spell vamp. If you aren't being attacked and can cast freely on the enemy, then consider using your ult to chase and deal aoe damage. If the enemy squishies are too well protected to target, then they'll likely not be able to do much damage. Throw Qs and Es at any enemies in range, but be prepared to turn on the enemy squishies if they come forward to deal damage. Your short range will put you in danger when you want to deal damage, so be very aware of the enemy's potential to turn on you. See the team fight section for more details on how teamfights work. Fourth is [highlight]farm[/highlight]. Last but not least. You should continue to farm throughout the game, and especially if you are falling behind your lane opponent in strength. Being aggressive is great when you are in the position to get kills and take down enemies, but if you are behind or can't secure a kill, its often better to continue farming and stacking your tear. While farming, you should also prevent the enemy from farming as much as possible. Try to punish them with a Q or small combo every time they attempt to farm. Keeping the enemy low at their tower or forcing them back means easier farming for you, and missed cs for the enemy. If you need to push the lane or want to farm up a wave real fast at your tower, then use your ultimate and then a combo ( Q R Q E Q ) to aoe a wave down quickly. Note that if you lead with Q, you can often cast your ultimate while its in the air so that when the Q lands, the ult is active and that opening Q will do splash damage as well. Remember to ward and watch out for ganks, especially if you are farming past river. Continue to be aware of your minimap and continue your item build. This is the time to decide if you need armor or MR and to change your build accordingly. You should be aiming to build CDR and any resistances you need. I often build glacial shroud or a negatron cloak early if need be, and then work on completing items from there. Consider upgrading your tear and building hextech revolver as well. Each game calls for a different build order, and its an important part of playing ryze to understand which items are needed and when. I've mentioned warding several times in this section, but its important enough to say again. You should be warding. You can place wards at enemy blue buff, dragon, top river, and any brush next to your lane. Grabbing a pink ward can be useful if to counter an enemies ward (especially at dragon) or if the enemy team has an eve, shaco, or twitch. Finally, if you're doing well and have started to become tanky, you may be a candidate for an early oracles. A fed ryze is scary, and a mid lane ryze who roams to top and bottom to clear wards and gank can snowball other lanes and the game. Coordinate with your teammates so that you don't overlap your oracles time.

Late game ryze is very similar to mid game ryze, except scarier. Your build should have several complete items, and have all the components necessary for late game ryze. Lots of mana (of course), AP, health, armor, MR, 20% cooldown and spellvamp make for a scary ryze. High damage and high survivability make you a scary opponent, and you'll often be able to 1v1 most members of the enemy team. That being said, don't forget how to play and make stupid mistakes. Don't get greedy and try to kill someone when there are 4 enemies MIA. A mistake late game can often result in a 50+ second death timer, which can easily throw the game. So like midgame, theres a few important things to focus on. First is [highlight]taking enemy objectives[/highlight]. We still want to be taking enemy towers, inhibitors, and ultimately the nexus. You'll want ward coverage to know when enemies are coming for you, so that you can retreat or otherwise ambush them. Split push (especially with teleport) or group up with your team to push objectives. Especially when you have an advantage (an enemy is dead for a while, enemy team's ADC is on the other side of the map and has no teleport, etc). This can often lead to a won teamfight or can push the enemy back enough for your teammates to take down the tower. Second is [highlight]neutral map objectives[/highlight]. Baron becomes possible lategame, and is very important. Always keep baron warded and know when to take baron, when to bait baron, and when to leave it alone. Baron can often be a winning move, but many times it can set the enemy team up for a good initiate and it can backfire on you. Dragon is also still an considerable amount of global gold, so try to keep it warded and to take it when possible. Dragon can often be solo'd at this point, which means it can be taken quickly by a single member of your team. Likewise, look out for a single enemy trying to take dragon stealthily, as you can often contest it and end up with a kill and/or dragon. Theres also the jungle buffs to consider. As teams push for territory, you may find yourselves with no control of your own jungle, or control of the enemy jungle. You'll want to (if you can safely do so) take these buffs for your team. Ideally you want red buff on a heavy damage dealer and blue on someone who could use the mana or CDR. You'll ideally have the CDR already, so pass on blue unless you are using the active of muramana. Third is [highlight]teamfights.[/highlight] This section will be covered in detail below, but it is very similar to skirmishes. You should focus on taking out important enemies (often the mage or ADC) and prevent them from being able to kill your teammates. You can also use W to help shut down certain characters, especially if it isolates them from their team. You'll be quite tanky and hopefully have some spell vamp, so that you can stand on the front lines to deal damage. Feel free to use your ult to deal aoe damage or add more regen if you are taking damage. If the enemy squishies are too well protected to target, then they'll likely not be able to do much damage. Throw Qs and Es at any enemies in range, but be prepared to turn on the enemy squishies if they come forward to deal damage. See the team fight section for more details on how teamfights work. After a teamfight you should do one of three things. First is push to take enemy objectives. If you are able to push and win, then do so. Second is to quickly take neutral map objectives. Baron can be very easy to take if you win the fight with enough people alive. Be aware of the opportunity cost for doing baron though, you could sometimes takes several towers and inhibitors, which would be worth more than braon. Finally if the enemies minions are pushing too hard or there aren't enough members alive and healthy to take objectives, then pushing minions for gold and to protect your lanes is better than nothing. Finally remember to ward as long as you can. It may be useful to save an item slot in order to ward. Remember, [highlight]wards are essentially mini map hacks[/highlight]. Wards can save your teammates and catch the enemy unawares. A game is often won or lost due to a ward catching a player, and then that player dying. Try and make sure that it is the enemy team who gets caught alone by your ward, and not the other way around. Continue to work on your build. Use your tear actives if need be. When you run out of room, make sure that you've upgraded your boots and that you buy consumables.

Ryze plays an interesting role in teamfights. He does heavy sustained damage, somewhat similar to an ADC. He also is rather tanky, akin to a bruiser. He is in a great position to advance through the front lines of the enemy team to attack the enemies in the rear. If he is free to cast, he will systematically take down target after target with no remorse. His short range can make positioning difficult, and he may have to settle for attacking lower priority targets if he can't get past the enemy frontline safely. Before the team fight, you'll want to be doing three things. First off, be aware of enemy initiates and be sure to avoid them. Don't be the victim of a blitz/nautilus/thresh pull, or an initiate from a tank like amumu, rammus, or galio. Secondly, and only if it is safe to do so, is to kill minions and to poke enemies with Q. Its on a short enough cooldown that its basically free damage if you can land it. Don't put yourself at risk, but any damage that is dealt for free before the fight can only help your team. Again, make sure you are safe to do so, don't get caught by enemy CC, and be wary of trading damage. Finally, ryze can actually initiate a fight if the opportunity arises. With flash, the effective range of your W is longer than most people think. If an enemy (especially ADC or mage) is out of position, ryze can sometimes flash in and root, allowing him to deal damage, and allowing your team to follow up and kill the poor enemy player. This is risky and can sometimes backfire, so be aware of how quickly you can down an enemy, where the enemy team is, how far your spells reach, and if they have something to stop you from killing them (banshees veil, zhonyas, cleanse). During the teamfight you'll want to be dealing damage. Ideally you'll want to put yourself in a position to kill the enemy ADC and/or mage, which will prevent them from killing your team. If you cannot safely do so, then you'll want to deal damage to anyone in range until the opportunity to catch an ADC or mage presents itself. I often use a combo that doesn't involve W so that it won't be on cooldown if I need it to either catch an enemy to kill them, or to help my team disengage from the enemy. If you aren't going after the enemy carries, you should be protecting your own carries from any bruisers or assassins who might take them down. [title][img=skills/ryze/r.png] Ultimate Skill: Desperate Power[/title] Ryze's ultimate has 3 parts and correspondingly, has 3 different uses. The first part is the aoe damage added to his spells. If you can, you'll want to cast this while your E and W are off or nearly off cooldown. Theres nothing worse than using your 7 second ultimate to find that both your spells have 10 seconds left until theyre up. The splash damage, especially for enemies close to each other, can be devastating. Use your ult to deal damage if you are left free to cast by the enemy team. Also remember to use the active of muramana if you want to deal the most possible damage. Be aware of how much mana it drains though. The second part is the spell vamp. Spells cast while your ultimate is up will also heal you. This, like the aoe portion, relies on you casting spells during your ultimate. Likewise, make sure you use it at the appropriate point in your combo. If you are under fire, but are not CCd and can still cast, then your ult is great for staying alive. It will also still be applying the aoe damage, so you'll not only be healing but also be doing tons of splash damage as long as you keep casting. Tons of damage and spell vamp is a win-win. Also remember to use the active of seraphs embrace if you are taking heavy damage. The third part is the movement speed. I rarely use my ult for the movement speed, but it can certainly help in specific scenarios. Chasing an enemy is an important job, and as soon as you land your W, a fleeing enemy is often doomed. This can help you initiate a fight or chase down an enemy. It can also be used to escape a fight. Its much harder for an enemy team to push objectives if one member of the team is still alive.

[number]This unit regens 25 flat mana regeneration per 5 seconds and 0.5% of their maximum mana per second and has 20% cooldown reduction on their abilities.[/number] This is a quick section on blue buff so that you can understand exactly what blue buff does and when you should take blue buff and when you should give it to an ally. Blue buff does 2 things. It gives mana regen (25 flat for early game, and .5% of maximum mana per second for late game) and it gives 20% cooldown. So lets break down a some different scenarios that can occur throughout the game. [highlight]Early Game[/highlight] - We have not yet built RoA or fully stacked our tear. We have 0% CDR from items. This is a perfect time for you to take blue buff. If the jungler offers it to you, then you should certainly accept. Ryze has not yet stacked enough mana so that the regen is wasted, and the cooldown is extremely helpful and not wasted at all. [highlight]Mid Game, No CDR[/highlight] - We have built a RoA, our tear is well on our way to being fully stacked, and we're working on our next item. We still have 0% CDR from items. At this point you probably won't need the blue for mana, but we can still fully utilize the CDR. Consider giving it to an ally that NEEDS the mana, but we can certainly still take it and make good use of it. [highlight]Mid Game, CDR[/highlight] - We have several mana items and have obtained 20% CDR from items. We now aren't making good use of blue buff. We don't have any mana issues, and we are capped on CDR (10 from masteries/runes, 10 from Q, 20 from items), so the CDR is wasted. Only take to avoid giving blue to the enemy. Most of your teammates will utilize blue better than you at this point. [highlight]Late Game [/highlight]- This will be the same as mid game unless we obtain a muramana. We'll still have no need for the CDR, but we now have an item that can drain % mana. We WILL run low on mana if we use it, and the % mana regen from blue buff can greatly help us keep up the muramana active for even longer.

Thanks for reading and I hope you enjoyed my guide. Hopefully you'll be able to take what you've learned here and apply it in game to do well as Ryze. If you have any questions regarding Ryze, please feel free to ask in the comments. Likewise, if you have any alternative or interesting playstyles or item builds that I havn't covered, please comment as well as I would love to try them out! Now go win some games!

Comments coming soon!
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